Basic Rules, Guidelines and System Mechanics

These rules and guidelines are the most basic and for new roleplayers some of the most important. They are here to ensure common courtesy and good manor from all the roleplayers, and as a roleplayer you are expected to remember most of these. Because these rules are the groundwork for a larger and more advanced system, these are also some of the rules you will be punished hardest for breaking.

Index

- General Rules and Guidelines

- Character Creation, Rules and Guidelines

- Roleplayer Rights

- Faction Introductions

- Companions

General Rules and Guidelines

1# If in doubt about any of the rules (Both basic and advanced) and whether or not they apply or are relevant to your; situation, actions and/or intentions, consult a Game Master. Better to be on the safe side than be punished for unknowingly have broken a rule. It is also important to note that if a Game Master judges that you are knowingly abusing or exploiting a loophole in the rules, you may be punished for that also.

2# If you break any of the rules, the punishment ranges from a simple warning to a Permanent Ban. The punishment severity is in most cases judged by how much you breaking the rules have/or could have, influenced the Roleplay as a whole, with a few exceptions where you are instantly banned. These punishments are made and given by the Game Masters.

3# More of a reminder, be sure to separate what is In Character (IC) interaction and what is Out of Character (OOC) or else any information, intention and/or action you may reveal is fair game for other players to utilize IC.

4# We all have our own version of time flying by in our mind, be mindful of the other players and their pace. Allow them the opportunity to counter your actions, even should you deem it impossible for them to do so. Should an issue arise, try to reach a comprise with your co-roleplayer first, then consult a Game Master should the issue persist.

5# The roleplaying system is using a turn based system, so you may only make a single post (And still remember to be mindful of #4). Once all other participating members have posted a comment, then you may comment again. It is advised to do so in chronological order.

6# If you regret an IC comment/move/interaction after posting you are not allowed to delete it or change it (Typos aside). You can however ask any other participating Roleplayers for permission to do so, should everyone agree then it is allowed. However do not expect this request to be granted often, if at all.

7# When preparing actions, making movements or other things another player might question, be sure to keep a Game Master aware of your doings so you have proof that you have made these actions. Also be sure that the Game Master approves it first, since he may know something that will prevent you from taking such an action.

8# More of a guideline than a rule, remember to keep your faction aware of your presence. Most faction members tend to hold important positions and responsibilities, remember to announce your absence if you are not going to be present for any longer peroids. this will prevent frustrations and confusiong within your own faction as well as other factions. If you are the Faction leader, either IC or OOC, consider it a rule.

9# When you are about to commit to the RP, make sure you create a Personal Message with the Game Masters, both of them must be in it. It is here you will consult them in all matters regarding things inside the RP.

Character Creation, Rules and Guidelines

10# You may only have a single character at any given time, any indication otherwise due to double accounts or similar and you may risk being permanently banned. Companions are however allowed, but they do not have the same opportunities, strengths, abilities or rights as your main character, are free to be killed by other players as long as it is within reason. The number of companions is limited to 2.

11# When creating a character, make sure you are content with the background history and skill-set you provide Him/Her or It, before fully entering the Roleplay. You will not be able to change your past or basic skills/point investments once the character is submitted.

12# You will always start out with a basic character and basic skills when creating your character, no matter how experienced you are at Roleplaying. When joining a faction that also means that you can't start out with a high position. However due to the limited number of roleplayers, the latter part can be negotiated with the Game Masters. Also see #20.

13# Once you have created a character, you must submit it to review before the Game Masters, they will ensure you have created a balanced and fair character. Note that companions needs to be reviewed and accepted too.

14# In almost all situations, nobody but you, can decide whether or not your character dies. However beware that if you, by yourself, put you in situations where ones ability to survive is doubtful at best. You risk another player is given permission by the Game Master to kill you, the more careless you roleplay your character, the greater the risk of losing it.

15# Should your character die, you cannot make a new one for a week under normal circumstances. However this period may be extended up to three weeks should this be a frequent event. It is important to take care of your character.

16# If your character is a force user, be careful with how you utilize your force powers, it is easy to by accident to abuse this and make things unfair to other roleplayers. Especially those who are not force users. The greater lengths you go to with your force powers the greater risk you take, as a Game Master may interfere and cause negative side effects. Roleplayer Rights

17# Should you feel that you have been unfairly treated or punished by a Game Master, you have the right to an appeal. However only if you manage to convince two other players that this is the case and if they are willing to vouch for you before the Game Masters. You can both make a public appeal or a closed one. However, if both Game Masters agree, it can be forced to be closed if the appeal can reveal information that may damage or influence the IC Roleplay.

18# As a member of the Roleplayer community, you have a right to participate in public debates on any subject and unless you comment on a live event where IC only have been requested or should you spam and/or badmouth anyone, your comments will not be censored. No matter your Point of View or perspective, your opinion is valued.

19# You are also allowed to post your own topics should there we something that you wish to discuss or suggest to the community, however to avoid spam be sure to clear it with the Game Masters first in case they already have the answers you seek.

20# During vacations, weekends and other events that may prevent you from roleplaying on a weekly or daily basis, it is important to make the community aware that you will be away. Should you hold an official position in a faction, be sure to make your faction leader aware of how long you are gone so he can find someone til fill in for you if possible until you return. In case you yourself are the faction leader it is vital that you find a temporary replacement to oversee OOC and IC dealings, most important is the former. If you are unable you can take up the issue with the community to see if a solution can be found.

Note: It is Recommend that you read the advanced rules, even if they may not even apply to you. It will help you better understand how the Roleplay functions on a larger scale.

Faction Introductions

Note: These are the only joinable factions (For the moment)

The Galactic Federation

The Galactic Federation is the largest democratic faction in the galaxy, governed by its Senate and their elected Chancellor. It stands for freedom and justice in a galaxy that has been contested for dominance for over a hundred years. Alongside the Federation stands its protectors and upholders of Justice and righteousness, The Jedi Order, who have sworn to defend the Federation against the many dangers in the galaxy.

The Federation boasts a strong economy, which gives them an advantage on a Galactic level, however many resources are reserved for maintaining a standing military, a necessity of the times. The military is not the strongest or most experienced in the galaxy, but they have proven strong enough and numerous enough, to defend the Federation.

Even though no major conflicts have taken place for many years, the Federation is at war with the Sith Empire. A War that has been stuck in a stalemate for many years, with the conflict being limited to smaller skirmishes on contested worlds. However, thing may quickly change and with your help, they may be ready.

The Mandalorian Conglomerate

The Mandalorian Conglomerate stands on of the smaller factions in size and their people divided into Clans with a complex political system, yet they stand a dangerous enemy to anyone who bring upon their wrath. When someone proves worthy enough by the Clans and the people, the individual is elected Mandalore, and if he feels the need, can call all Mandalorians to him, united against an enemy, whether it is for self defense or conquest.

The Mandalorian military stands one of the greatest in the galaxy, with many of its warriors being among the greatest in the galaxy, contested only by force users. Their fleets are of good quality, yet not as large and numerous as the Federation or the Empire, their prowess in all forms of combat however, makes up for this. On the ground, they are an enemy to be greatly feared. Luckily for the opponents, there are men of Honor.

The Mandalorian Conglomerate currently stands without Mandalore, as they have no need. But many opportunities lie beyond Mandalorian borders, be it for future conquest, honor in battle or perhaps for profit. The galaxy is in a prime state for a Mandalorian to elevate himself and his clan in glory, power or influence. Perhaps you stand the next Mandalore.

The Empire

The Empire, under the rule of their Emperor, stands the political, ideological and geographical enemy of the Galactic Federation and the Jedi Order. The Emperor rules everything in the Empire, from its citizens to its great navy. It is supported by the Sith Order, however due to numerous events in the past the alliance between the two factions is strained, to say the least. Without the full support of the Sith Order, the Empire may be at a disadvantage against the Federation, who have the aid of the Jedi Order.

In order to exert control and influence the Sith desire, the economy is controlled strictly, which makes for a stable economy, but not one that could rival that of the Federation. However, their economy is growing very quickly, and if the Federation is not careful, the Empire could become the dominant economical superpower in the Galaxy. The Empire do not hold back when it comes to committing resources to their military, which means they boast the largest military in the galaxy, and from a certain perspective, also the strongest, leaving little resources for developments outside the military.

The Empire is in at state of war with the Galactic Federation, however due to major internal conflicts in the past, only now is the Empire in a position to continue the war against the Federation and their sworn enemies, the Jedi. The time may have come for the stalemate to end, maybe it will end by your hand.

Companions Characters are the protagonists or antagonists in the story and the companions play the supporting role to your story. As such they are limited in power to main characters by half and use their own skill tree. You may only have two companions.

Together they would have 30 points and be equal to a main character; they are there to support you in case you lack the skill.

Should you lose a companion you will have to wait four days before being able to get another companions approved.

Advanced Rules, Guidelines and System Mechanics

These rules and guidelines are the more advanced ones, they have been separated from the rest because these rules only apply to roleplayers who have achieved certain positions in the roleplay. These rule and guidelines ensure that those with the ability to effect the larger roleplay the most don't overstep, exploit and/or abuse their positions and whatever kind of power that gives them. The advanced rules and guidelines also ensure balance, control and oversight of the factions and outline what factions and their leaders can and cannot do. Should you as a new roleplayer seek leader positions, management and similar within the roleplay, it is highly recommended that you read everything below.

Index

- Faction Leadership and Management

- Sectors, Resources and Command Points

- War and the Rules of Engagement - About Defenses and Offenses

- Faction Creation

- Fanon Vehicles, Ships and Inventions

- Faction Guides

Faction Leadership and Management

21# As a faction leader, it is your responsibility to manage the faction, you are required to be active almost daily.

22# The faction leader holds responsibility over the other roleplayers within his faction and must at all times make sure they follow the rules that apply to them. Any breach of the rules and it can have effects on the faction and thus it is in your best interest to maintain oversight.

23# It is the responsibility of the faction leader to inform the Game Master if significant events within the faction or that may either affect other factions.

24# A faction leader may appoint another roleplayer to hold a position such as Diplomat, provided the person have the the skill to be it, who will be responsible for diplomacy with other factions. Should the faction leader wish to share some of the workload or avoid the subject all together.

Sectors, Resources and Command Points

25# The galaxy is divided into sectors which gives a certain amount of Command Points (CP). These CP can be used to but faction slots in your faction Asset Tree, which includes things such as Fleets and Economy.

Command Points, the name having little to do with ‘Command’ though; represents a sectors ability to support your faction, the best example being a faction's military, whether it is proving raw resources for construction or manpower. Fx. a factions standard fleet (Which’s specific numbers are predetermined in collaboration between the Game Masters and the Faction), requires for a faction have a certain amount of CP point available. When a faction has the required CP, it can use that CP to gain a Fleet Slot, or fill another slot in a factions Slot tree. The CP used cannot be regained for other uses until that filled Slot is either scrapped or destroyed.

If a faction have its CP maxed out, and starts to lose sectors, it does not influence what the CP have already been spent on. The exception is if a faction reaches less than 3 Sectors, then the Game Masters must review whether or not a faction can continue to support those Slots the faction have filled, whether it be military or not.

Economic Slot: 15 CP

- All sectors provides +2 CP. Each additional upgrade to the Economy gives additional +2 CP. Meaning that, Economics II gives a +4 CP bonus to all sectors. Fleet Slot: 35 CP - Provides the faction with a Standard Fleet - Due to upkeep there is a - 1 CP on all sectors. Adds -1 CP to the former upkeep per fleet; after 3 Fleets it adds -2 CP per fleet to the preexisting upkeep. Meaning that 3 Fleets has an upkeep of -3CP on all sectors; 4 Fleets amounts to -5 CP on all sectors.

Due to being unfinished and possibly requiring weeks of more work. A temporary rule replaces it for now. See rule 34 under War and the Rules of Engagement.

26# If you are commanding a military or armed force that belongs to your faction, then you can only access sectors that are adjacent to any of your own faction sectors or if you have access to a Hyperspace Route. The only exception are as follows; if you have permission from the other faction in the form of temporary military access or an alliance, if you are one of the following sub-factions pirates and smugglers and bounty hunters, or if you have access to a major Hyperspace Route.

27# Should you have access to a major Hyperspace Route then you can go to almost any sector that is also connected to it. However it does not allow you to cross over to another Hyperspace Route that is connected to it.

28# Any constructions or major changes requires that it be reviewed and accepted by a Game Master. War and the Rules of Engagement

29# When attacking a sector, your main character may only command a single Fleet and you must do it personally. The exceptions to this is if you are defending a sector, where there are already one or more fleets present (And the GM must know about this BEFORE an attack happens). In case of defending a sector that you are unable to defend with your main character, you are allowed to take control of another fleet through an NPC, with the permission of your faction leader, and are not required to be there personally with your main character.

There is still an imposed maximum of two fleets/separate groups per person WITHIN its own borders. This allows an undermanned faction, which is IC powerful enough to do so, to defend itself in case of multiple incursions. This being defensively only in order to prevent the rule from being exploited and used offensively.

Furthermore a faction player is not allowed to command two separate groups within the same sector/system, otherwise the implementation would be vulnerable to the same exploitation as if it could be used offensively and outside the borders of the faction.

30# Attackers can only attack when they have time to do so, under normal circumstances, you have 24 hours to reply to an attack. After that the Game Masters will decide the outcome based on faction strengths and planetary defenses(if any). In case of bad timing the defenders have a right to pause for an additional 24 hours. Should the defenders first reply to the attack 5 hours after, the attacker will also have the right to pause, but only for an additional 24 hours.

Under special circumstances, an event can be paused for an extended period. This period can be negotiated with the Game Masters. However, for the sake of other roleplayers participating, an official timeframe is highly recommended. If both parties agree, the event can also be autoresolved by the Game Masters instantly, however all participating roleplayers must agree.

When an event have been paused, no more players can join the battle when it resumes or during the pause unless all roleplayers involved agrees to it.

When the game have been paused, no more players can join the battle when it resumes or during the pause unless all roleplayers involved agrees to it.

Should any player become inactive during an event, and if the other parties involved (If any) are not willing to autoresolve, then it falls to the Game Masters to dictate/presume their course of action.

31# In order to conquer a Sector, you must first secure the sector capital by gaining space supremacy and then seize control of the planets capital city by following the terms outlined in the About Defenses and Offenses section. Should you choose the devastate the planet instead of taking control of it, you may risk the sector falling into economic decline, enter a rebellious state and you will lose any CP or resources the sector may offer your faction.

32# All, main and official factions start with a base of 60 ships; factions leaders may decide fleet composition. For every sector a faction controls, excluding the capital sector, that faction may add five ships to its fleet. If a faction loses sectors but does not lose ships, that faction may keep its ships, even if doing so causes that faction to exceed the ship limit. However, in this situation, no further ships may be constructed and if lost cannot be replaced.

33# It is only allowed to make use of a single army, consisting of 20.000 men, per fleet in orbit around the planet if you are the one attacking. Transporting an army requires two troop transports, which must be part of the allocated ships. Regular combat vessels do no count as transports.

34# A faction that have suffered losses in a battle (naval only) must consult the Game Masters for a resonable timeperioid for ships to be repaired or constructed.

35# Fall of Empires Travelling between sectors is calculated in two ways; full turn rotations, or 24 hours perioids. Example; Player 1 needs to get from Sector A to Sector C (in between is sector B) in order to come to the aid of Player 2. It takes 24 (real life) hours to travel between each sector, in this case 48 hours. Alternatively it takes Two turn rotations (meaning all parties have commented in chronological order. See #5) per sector.

Mobilization: If nearby reinforcements are not on alert, a further turn is required for fleet mobilization. Defenses such as platforms in the system may respond immediately, while any ships not on alert must take a mobilization turn before joining the fight.

About Defenses and Offenses

When it comes to the defense or attack of the sector capital, various degrees of defenses, fortifications and other assets exist and several things are required in order to conquer an entire Sector Capital. They can be divided into 3 Levels; Low Security, Medium Security and High Security.

Key sector area(s): Garrison Base, Industrial Zone, the Local seat of Governance/Power and on certain planets; Temples of various kinds.

In order to provide High security for a Sector Capital, the faction must control a minimum of 6 Sectors. Of those 6 sectors; 1 can hold High security defenses, 2 Medium security and 3 Low security. In case of a lesser amount of sectors, one of the highest levels of sector security is removed for each time the number diminishes. In case of an increase in sectors, a minimum of 3 sectors is needed in order to develop one of the sectors to one with Medium Security, otherwise they remain only Low security sectors.

When initiating ground combat with the intent of seizing control of a sector capital, the opponent have up to four objectives they must achieve in order to achieve planetary dominance. The attacker must seize control/destroy key areas in order force a retreat or surrender of the rest of the planet, the former's premise being whether or not the space around the planet is still contested.

In the case of key areas cannot be canonically tied to a Sector Capital or are unsuitable for a practical application, the Game Masters must find alternative objectives.

Faction Creation

In Order for a faction to be created the following procedure is required to be completed by both the roleplayers and Game Masters for a entry into the galaxy as a faction.

Step 1: Minimum demands for its creation

- At least 3 Active members - An agreed upon Faction Leader

Step 2: Investigation into motives and preparation of the faction

- The reason and motive for its creation needs a valid (Meaning reasonable and plausible) reason, both IC and OOC, those reasons need to be reviewed and accepted by the Game Masters. - A system of government needs to be made where the GM can represent things like; the people, through councils, senates or similar. - By the end of the week they must have a finished group that publicly shows their existence and contains things like, Fleet list (If they have any), army/fleet composition and so forth.

Step 3: Result of creation

The Game Master decides the immediate result from the faction's emergence, both internally in the faction and externally, depending on the information given and the circumstances, not the roleplayer.

Fanon Vehicles, Ships and Inventions

When it comes self-made inventions inside of our RP universe, it is something that may come under heavy critique if it turns out to be unbalanced or unfair. Therefor such things must first be reviewed and approved by the Game Masters, and even then you as the creator must be able to defend this to the rest of the roleplaying community in case of disputes. Before submitting your things to a review, try and make sure to consider or ask yourself the following things:

- Does my invention/creation unfairly upset balance towards other players? - Are there no other canon invention/creation which serves same purpose and fits? - Why do I need this? - Could rivals in competition or opponents of war see this invention/creation as something they would protest against, due to it (even unjustly) being unbalanced/unfair or otherwise as an unreasonable thing to do? Why and how can I change that?

Faction Guides

Note: The following mechanics below serves as a platform for other faction outside of those 3 too. They serves as examples of how the Game Masters must have some sort of critical say/influence in the faction in order to avoid abuse. The Game Masters will now represent the galaxy as a whole so that no one can claim loyalty, trust or support from non-players aka Councils of NPC's, faction population, media and so forth; without effort.

The Galactic Federation of Free Planets

The faction leader in the Galactic Federation, will IC function as the Chancellor and from that position must manage the faction. The Senate, with who the Chancellor must co-ordinate the leadership of the faction, is controlled by the Game Masters, who will represent the public opinion and determine that based on events, actions and similar.

The Mandalorian Conglomerate

Within the Mandalorian faction, the faction leader (Who only exists if elected Mandalore), is the undisputed leader until challenged or dead. However depending on the circumstances the Game Masters represents the opinions of the Clans, their people and control the position of Field Marshal, who is the only one who can defy the Mandalore and end a Mandalore’s call.

The Empire

Whoever is the faction leader of the Empire holds the IC position of Emperor, who much like a Mandalore, is the undisputed leader until challenged or dead. The Imperial Council is controlled by the Game Masters and will represent the state of the Empire, a thing based on events, actions and similar. Although it is not required of the Emperor to make use of his Council on important matters, it is highly recommended.

Game Master Guidelines

The Game Master has the responsibility of ensuring things stay fair and interesting. It is always preferable that there is two of them at a time. Their primary role is to make things fair for everyone and solve disputes. But even the Game Masters have some rules and procedures that they need to follow to avoid problems and to prevent laziness and abuse from their side.

Index

- Code of Conduct

- Faction Involvement

- Construction and Approval system

- Procedures regarding Fanon creations

- Procedures regarding Faction creation

- Game Master Events

Code of Conduct

- The Game Masters is the absolute authority, next to the community as a whole, and their say is final. However, all players have the right to question the judgment of the Game masters, and is allowed to present his case, no matter if the player is right or wrong. Should the player be unable to persuade the Game Masters, he/she can take it up with the community. And if the player manages to persuade a majority, the Game Masters decision can be overruled.

- It is the responsibly of the Game Masters to be as fair as possible in regard to disputes, to clarify, it is necessary for the Game Masters to help all parties reach a compromise at all times if possible and only as a last resort to using their authority in order settle the dispute.

- The Game Masters are both the prosecutors, defenders and judges of the Roleplay, this means they need to be impartial in disputes and conflicts. Besides being impartial, it is required that they examine all viewpoints to avoid drawing conclusions from their own preferences and/or personal opinions. Faction Involvement

As a Game Master, you are now more involved with the factions than ever. It is to help avoid an abuse of factors that aren't or isn't easy to fairly represent by roleplayers, such as public opinion. Within each faction the Game Master has an IC task, the Game Masters are not required to spend much time on this and aren't forced to fully roleplay their function as for example the Senate. However they are very much required to provide responses and/or reflect the universe in this. The Game Master role is different from faction to faction and thus the different roles have been outlined on the Advanced Rules and Guidelines, under Faction Guides.

For conveniences sake they have been outlined below also.

Note: The following mechanics below serves as a platform for other faction outside of those 3 too. They serves as examples of how the Game Masters must have some sort of critical say/influence in the faction in order to avoid abuse. The Game Masters will now represent the galaxy as a whole so that no one can claim loyalty, trust or support from non-players aka Councils of NPC's, faction population, media and so forth; without effort.

The Galactic Federation

The faction leader in the Galactic Federation, will IC function as the Chancellor and from that position must manage the faction. The Senate, with who the Chancellor must co-ordinate the leadership of the faction, is controlled by the Game Masters, who will represent the public opinion and determine that based on events, actions and similar.

The Mandalorian Conglomerate

Within the Mandalorian faction, the faction leader (Who only exists if elected Mandalore), is the undisputed leader until challenged or dead. However depending on the circumstances the Game Masters represents the opinions of the Clans and their people and control the position of Field Marshal, who is the only one who can defy the Mandalore and end a Mandalore’s call.

The Empire

Whoever is the faction leader of the Empire holds the IC position of Emperor, who much like a Mandalore, is the undisputed leader until challenged or dead. The Imperial Council is controlled by the Game Masters and will represent the state of the Empire, a thing based on events, actions and similar. Although it is not required of the Emperor to make use of his Council on important matters, it is highly recommended.

Construction and Approval system

The construction and approval of suggestion provided by the roleplayers is essential in order to prevent arguments, disputes and abuse. In order to take certain actions the roleplayers are required either to get approval from you as a Game Master in order to take that action, or permission to construct or move something.

Questions you as a Game Master can ask yourself when approving actions:

- Have the roleplayer provided a reason for his request? - Does the roleplayer’s current condition/circumstances/environment support the request? - Does the action affect his faction or other factions and how (if he is in one)?

Questions you as a Game Master can ask yourself when approving constructions (Mostly for factions, otherwise the above can apply to this field as well):

- Does the faction’s current condition/circumstances/environment support the request? - Example: Things like economy (estimate) and existing constructions. - How will it affect other factions and the balance between them?

Procedures regarding Fanon creations

As Game Master, you must go through peoples own inventions and creations more extensively than usual due to the potentially balance compromising factors they may introduce into the Roleplay. It is recommended that the Game Masters first consult the above approval system and the Fanon Vehicles, Ships and Inventions under the Advanced Rules and Guidelines. After that is done the following approval protocol must be gone through.

GM fanon unit approval protocol

Step 1) Double read the unit description and examine the accompanying image provided, the image usually will add to the unit's description so do not neglect it.

Step 2) Compare unit to three other units of its class using Wookieepedia (Feel free to get the one requesting the approval to find sources), be warned though that some units may share a class but have different roles. (Step 2.1) On Wookieepedia you should not just read the description of a unit, but its history and also pay attention to the exact specifications.

Step 3) Ask several questions regarding the unit, quote entire lines and have them be explained if there are things you don't understand or feel that they lack in definition, make sure you know how the roleplayer sees his creation and that of which he would compare it to.

Step 4) Modify it to be balanced if needed and clean up typos, the general text may also be modified, however this responsibility also heavily lay with the roleplayer more so than the Game Masters.

Step 5) Final verdict, impose restrictions as needed such as having the unit be limited in number or highly expensive if necessary, but don't let that be an excuse for approving it. There is a difference between making a condition for something and an excuse for it.

Procedures regarding Faction creation

In Order for a faction to be created the following procedure is required for a final entry into the galaxy as a faction. Note that it is not the Game Masters responsibility to help another create a faction. This procedure is made to ensure valid reasons, motives and circumstances are present enough to actually support this faction.

Step 1 - At least 3 Active members - A agreed upon Faction Leader

Step 2 - The reason and motive for its creation needs a valid (Meaning reasonable and plausible) reason, both IC and OOC, those reasons need to be reviewed and accepted by the Game Masters. - By the end of the week they must have a finished group that publicly shows their existence and contains things like, Fleet list (If they have any), army/fleet composition and so forth.

Step 3 The Game Master decides the immediate result from the faction's emergence, both internally in the faction and externally, depending on the information given and the circumstances, not the roleplayer.

Game Master Events

Events can be made by the Game Masters to make the Roleplay constantly move, and make it more interesting. From small rebellions to full scale revolutions, to minor pirate raids to massive fleets from the Unknown Regions(All within reason of course). But don't fear, it won't just be fleet appearing and you having to destroy them. Events can also effect political status, territory, ship production, defensive capabilities and much much more.

The events mostly serves as to balance factions and their actions, in cases such as abuse of loopholes in the rules, irresponsible roleplay or lack of responsibility. Thus not only punishing factions and players for actions that ultimately harm the RP and the community, but also rewarding those who do not.

Galactic Star Map

All currently controlled sectors colour-coded according to main faction owners.